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Choice In Video Games Ricardo Iván Corral Terrazas (42406455) [email protected]. edu.au Supervisor: Dr. Michael Hitchens June 13 th , 2012

Choice In Video Games

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Choice In Video Games. Ricardo Iván Corral Terrazas (42406455) [email protected] Supervisor: Dr. Michael Hitchens June 13 th , 2012. Agenda. Project Introduction Background Video Game And Game D esign B asics About Ontologies - PowerPoint PPT Presentation

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Page 1: Choice In Video Games

Choice In Video GamesRicardo Iván Corral Terrazas (42406455)[email protected]: Dr. Michael Hitchens

June 13th, 2012

Page 2: Choice In Video Games

Agenda

Project Introduction

Background Video Game And Game Design Basics About Ontologies

What Is Choice? Defining The Term

An Ontological Model For Choice

Findings And Usability Of The Model

Conclusions And Future Work

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Ricardo I Corral Terrazas (42406455) | Choice In Video Games

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Agenda

Project Introduction

Background Video Game And Game Design Basics About Ontologies

What Is Choice? Defining The Term

An Ontological Model For Choice

Findings And Usability Of The Model

Conclusions And Future Work

3

Ricardo I Corral Terrazas (42406455) | Choice In Video Games

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The Problem

“Game design is about designing choices” - James Portnow, game

designer

What is choice? No universal definition Lack of a framework to design choice

How well do we understand game design if we don’t understand choice completely?

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Ricardo I Corral Terrazas (42406455) | Choice In Video Games

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Project Aims

Develop an ontological model to represent the types and scopes of choices Open-ended Flexible

Unify the isolated notions of choice into an accurate, concise definition

Apply the model to existing games

Propose uses for the model

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Ricardo I Corral Terrazas (42406455) | Choice In Video Games

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Agenda

Project Introduction

Background Video Game And Game Design Basics About Ontologies

What Is Choice? Defining The Term

An Ontological Model For Choice

Findings And Usability Of The Model

Conclusions And Future Work

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Ricardo I Corral Terrazas (42406455) | Choice In Video Games

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72% of American households play computer games

Lots of money involved

Source: The NPD Group/Games Industry: Total Consumer Spend

Ricardo I Corral Terrazas (42406455) | Choice In Video Games

Background:Video Games Are Important

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Background:Video Game Concepts

4 elements define video games: Play Pretending Goal Rules

Play determines interactivity; rules define gameplay

Gameplay consists of challenges and actions

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Ricardo I Corral Terrazas (42406455) | Choice In Video Games

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To create gameplay, designers outlinetwo components: Core Mechanics User Interface

Game design process: Concept stage Development stage Tuning stage

Communication is vital

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Ricardo I Corral Terrazas (42406455) | Choice In Video Games

Background:Game Design 101

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Agenda

Project Introduction

Background Video Game And Game Design Basics About Ontologies

What Is Choice? Defining The Term

An Ontological Model For Choice

Findings And Usability Of The Model

Conclusions And Future Work

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Ricardo I Corral Terrazas (42406455) | Choice In Video Games

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Background:About OntologiesAn ontology is an explicit specification of a

shared conceptualisation

Benefits of using ontologies: Share common understanding of information Enable reuse of knowledge Make domain assumptions explicit

General steps to develop an ontology:1. Define classes2. Arrange classes in a taxonomic hierarchy3. Define slots, describing their allowed values

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Ricardo I Corral Terrazas (42406455) | Choice In Video Games

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Agenda

Project Introduction

Background Video Game And Game Design Basics About Ontologies

What Is Choice? Defining The Term

An Ontological Model For Choice

Findings And Usability Of The Model

Conclusions And Future Work

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Ricardo I Corral Terrazas (42406455) | Choice In Video Games

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Choice As Found In Literature

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Ricardo I Corral Terrazas (42406455) | Choice In Video Games

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Choice Defined

A choice is a possibility offered by the video game, which allows the player to perform actions that adhere to the rules as prescribed in the programmed code. To carry out such actions is the decision of the player, and the video game system should reflect them within the state of the virtual world

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Ricardo I Corral Terrazas (42406455) | Choice In Video Games

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Agenda

Project Introduction

Background Video Game And Game Design Basics About Ontologies

What Is Choice? Defining The Term

An Ontological Model For Choice

Findings And Usability Of The Model

Conclusions And Future Work

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Ricardo I Corral Terrazas (42406455) | Choice In Video Games

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Model Overview (1/2)

Ontological, open-ended model

Aimed for a systematic categorisation of choice

Model consist of: 3 metacategories 11 dimensions 30+ classes

Black-box analysis

Used Grounded theory method

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Ricardo I Corral Terrazas (42406455) | Choice In Video Games

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Model Overview (2/2)Metacategories

1. Choice regarding player-controlled entities Means for terrain exploration Terrain alteration Avatar appearance Combat Player controllable units

2. Choice regarding virtual world Terrain exploration availability Objects Quests/Missions Non-playable character interaction Morality

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Ricardo I Corral Terrazas (42406455) | Choice In Video Games

3. Choice regarding other gameplay mechanics

Savability

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Example: Terrain Exploration Availability

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Ricardo I Corral Terrazas (42406455) | Choice In Video Games

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Condensed Ontological Model

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Ricardo I Corral Terrazas (42406455) | Choice In Video Games

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Agenda

Project Introduction

Background Video Game And Game Design Basics About Ontologies

What Is Choice? Defining The Term

An Ontological Model For Choice

Findings And Usability Of The Model

Conclusions And Future Work

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Ricardo I Corral Terrazas (42406455) | Choice In Video Games

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Applicability Of The Model (1/2)Applied model to 7 different games, including:

Open-world game Shooter game Platformer/Action game

Different types of games present different types of choices to the player

Coincidences in the offered choices helps to identify when differences in a game are of a qualitative nature

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Ricardo I Corral Terrazas (42406455) | Choice In Video Games

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Open-world game (GTA IV)

Shooter game (Gears of War)

22Applicability Of The Model (2/2)

Platformer game (Mega Man X)

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Usability Of The Model

Look at choice and its design systematically Understanding which choices are being offered to the player and

how they interact

Providing the designer with a knowledge base Communicate with precision (designer – programmer – artist)

Diagnosing game design problems When game is failing to deliver meaningful play, it usually comes

down to choice

Choice-based game classification

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Ricardo I Corral Terrazas (42406455) | Choice In Video Games

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Agenda

Project Introduction

Background Video Game And Game Design Basics About Ontologies

What Is Choice? Defining The Term

An Ontological Model For Choice

Findings And Usability Of The Model

Conclusions And Future Work

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Ricardo I Corral Terrazas (42406455) | Choice In Video Games

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Conclusions And Future WorkAlthough paramount for game design, choice

has not been studied as it ought to

An honest attempt to contribute to the largely neglected video game field was made

The ontology could serve as the grammar that could make communication much easier

Iterations of the refinement process will go on as long as games exist

Include multiplayer and social choices in the model

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Thank you.Questions ?

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